Finished as well, great game. Immediately started once again (on Easy this time) for achievements. Now that I know what to do the game is way faster - mid-April, armor & weapons done, Alien Containment built, 5 satellites online.
I'm dominating the game right now, only 4 soldiers of mine died, now i'm just always low on money to buy my guys new things. Research team is super fast, only lost Egypt, my ratings have been A all around except one C. Ironman normal.
I hope to finish it soon, but I need a shooting game break after a day of xcom. But than I want to get back to xcom, and than I don't. It's mixed feelings because I can't wait to learn more about the game, I look forward to new enemy types since i only completed the enemy base mission thus far. Caught a berserker and sectoid commander, i was wondering if I could capture a crysalis and disc dude though? I kept expecting an arch thrower update to come out and do that.
Finished as well, great game. Immediately started once again (on East this time) for achievements. Now that I know what to do the game is way faster - mid-April, armor & weapons done, Alien Containment built, 5 satellites online.
Fuck Hurricane Sandy - my power has been out since last night and I just want to play more XCOM. All of the news reports and interviews on the radio about "hunkering down" and weathering the storm only makes it worse.
Christ Classic is such a big step up from Normal. I'm struggling to keep the squad alive, let alone try to find the cash / scientists / engineers to get anything meaningful done...
I've finally upgraded to allow for 6 squad members.
I'd like to slowly build up my rookies in tandem with veterans. What I'd like to know is what mission types are inappropriate for such endeavors. I assume it's best to steer cleer of using rookies during stages that are classified as being highly difficult.
Also, is there a precise system used in determining which classes are assigned to rookies? Or is it all purely random? I'm really enjoying this game, but find it overwhelming. I'm also playing this game on classic difficulty too.
I've finally upgraded to allow for 6 squad members.
I'd like to slowly build up my rookies in tandem with veterans. What I'd like to know is what mission types are inappropriate for such endeavors. I assume it's best to steer cleer of using rookies during stages that are classified as being highly difficult.
Also, is there a precise system used in determining which classes are assigned to rookies? Or is it all purely random? I'm really enjoying this game, but find it overwhelming. I'm also playing this game on classic difficulty too.
The choice of class is random, some people said the game tend to give you classes you lack,don't know how it works if you got every class.
Also, missions' difficulty relates to number of aliens on screen, not their type. When you will have Mutons showing up they will always show up, not only in difficult missions. I always take 2 rookies if I need them and 2 snipers. Run to the front, try to get a kill with the rookie, if you fail finish the alien with the sniper before your turn is up. Repeat.
Man, Tony came over with a big apple kegger, just dumped it in the backyard, was bbqing steak on his armour, hitting on all the ladies... ended up totally trashed by 10 o'clock, fell in the pool, Bruce had to get him out.
Thanks. I seem to be woefully behind in alot of things. Part of the problem is that I haven't been aggressively building my base like I should. I think I'm going at it too conservative, in that I want to build the base perfectly while optimizing bonus points, etc..
Is it possible for the player to build their base without scuttling any segments of it, or should my main priority be in optimizing its immediate benefits in the short term, and worrying about constructing my ultimate base long term?
Which alien resources are good to sell on the black market? Which should I hold onto? Can I manufacture any goods for mass production?
Thanks. I seem to be woefully behind in alot of things. Part of the problem is that I haven't been aggressively building my base like I should. I think I'm going at it too conservative, in that I want to build the base perfectly while optimizing bonus points, etc..
Is it possible for the player to build their base without scuttling any segments of it, or should my main priority be in optimizing its immediate benefits in the short term, and worrying about constructing my ultimate base long term?
Which alien resources are good to sell on the black market? Which should I hold onto? Can I manufacture any goods for mass production?
For the base management I do not think you need to pre-plan it. I played on Classic and the only thing I did was making sure appropriate buildings were linked together. Good location of steam vents might be beneficial.
As for selling - majority of alien corpses can be sold, keep Floaters for Dodge Matrix. Also any element that has (Damaged) to it's name can be sold. After you start taking on larger UFOs you can also sell stasis pods, etc. Mouse over every item, the game will let you know if something can be sold.
You cannot manufacture anything in order to sell it. This is to prevent players exploiting the economy like they did in previous games.
The way the base is set up, it's hard to establish a 2 x 2 quadrant for satellite uplinks. And then there's the steam vents to take into account. I still don't have a good grasp on how to strategically place structures yet.
I know that thermal generators produce more power than regular generators, but how do you maximize benefit from them in terms of positioning them with other buildings. Is there a youtube video dedicated to explaining this?
Dont worry much about optimal base building. Even if you build a sloppy base, you have more than enough room for everything you need to win. Just try your best to connect satellite uplinks and workshops early on for the bonus. Sometimes you get badly placed steam tiles and you have no choice but build satellite uplinks over them. Early in the game, the extra satellite coverage from having connected sat uplinks is more valuable than the extra power a thermo generator produces imo. You can always go back when credits arent as tight and tear down/build a thermo generator, but more than likely by then you will have access to a better power building. Sat coverage is more crucial than optimal base layout.
I still havent figured out how they select class type from rookies. Actions on the battlefield doesnt seem to play any part and the game definitely doesnt give me more of a class Im low on. The first game it gave me more heavies than all other classes combined, then it was assault, and in my current game it is support. At one point in my current game, it was 3 support for every sniper, assault, or heavy. Even incoming new recruits were mainly support. I started bringing in new recruits by the truckload for testing. My sample size is very low to say how it works exactly, but it seems completely random to me.
I think the best analogy I heard was that X-Com has incredible highs and incredibly tedious lows, while XCOM sticks more solidly to the upper-middle class in exchage for curtailing some of the more interesting systemic mechanics, primarily on the strategic side.
In short: yes, it's a little bit more simplified; no, it's not a detriment to the game for the most part; yes, you should play this game.
I think the best analogy I heard was that X-Com has incredible highs and incredibly tedious lows, while XCOM sticks more solidly to the upper-middle class in exchage for curtailing some of the more interesting systemic mechanics, primarily on the strategic side.
In short: yes, it's a little bit more simplified; no, it's not a detriment to the game for the most part; yes, you should play this game.
What I hear from a lot of people (haven't played the original, but I plan to now!) is how this one captures the emotions of the old one perfectly. That fear of moving into a new area where you'll get your shit handed to you, the tension of deciding between 5 bad options, and that attachment to your little digital soldiers.
What I hear from a lot of people (haven't played the original, but I plan to now!) is how this one captures the emotions of the old one perfectly. That fear of moving into a new area where you'll get your shit handed to you, the tension of deciding between 5 bad options, and that attachment to your little digital soldiers.
Absolutely. It's not the same, it is simplified in a lot of ways, but it remains just as tense. The feel is the same. To me at least.
Also: I've now switched to playing with a controller until they fix the height issues. I had a fight near a doorway in one of the medium (?) sized ships and it was nigh impossible to position my soldiers next to the door because the cursor would jump to the level below. It's also massively annoying how the camera defaults to showing you the roof every time you switch control from one soldier to the next.
I'd like to slowly build up my rookies in tandem with veterans. What I'd like to know is what mission types are inappropriate for such endeavors. I assume it's best to steer cleer of using rookies during stages that are classified as being highly difficult.
1. Large(not the large/medium scouts, but the really big fuckers) LANDED ufos. These are ufo missions where you don't need to intercept, the larger the ufo, the more resistance obviously. The number of troops ET is bringing along for these is huge and they're well staffed(partly because these guys tend to show up later in the game). This makes sense, since you haven't shot it down, none of them are going to die crash landing.
2. Large CRASHED ufos and large scouts. Much like the first, smaller number of opposition.
3. Terror missions. Obviously, early in the game these will be the most dangerous because the other ones don't show up.
Anything else is fair game for trying out some rookies(up to 2 at a time maybe?). Some missions, like escorting a VIP, will only ever have thin men, no matter your level. So, those are probably the best choice. Lot's of enemies to mow down, small health bars and they only go up to a light plasma in terms of firepower.
Gearbox Software's Borderlands 2 has shipped 5 million units to date, Take-Two interactive announced this morning in its second quarter financials. The company also noted that XCOM: Enemy Unknown is "proving to be a critical and commercial success." Both games are remarked as having "strong digital sales."
I'm thinking about picking this up. Is there any kind of multiplayer component to it and are there randomized missions or anything to do after the campaign?
I'm thinking about picking this up. Is there any kind of multiplayer component to it and are there randomized missions or anything to do after the campaign?
My last two games I finished the first terror mission on Classic with no lasers or new armour, though I had upgraded to 5 soldiers. I don't find that first terror mission to be terribly hard, you just have to concentrate on the
chrysalids
I also finished them with the trio of Excellent, though I was just lucky on not losing more than 4 civilians each time.
Man, Tony came over with a big apple kegger, just dumped it in the backyard, was bbqing steak on his armour, hitting on all the ladies... ended up totally trashed by 10 o'clock, fell in the pool, Bruce had to get him out.
I'm thinking about picking this up. Is there any kind of multiplayer component to it and are there randomized missions or anything to do after the campaign?
What I hear from a lot of people (haven't played the original, but I plan to now!) is how this one captures the emotions of the old one perfectly. That fear of moving into a new area where you'll get your shit handed to you, the tension of deciding between 5 bad options, and that attachment to your little digital soldiers.
I'd argue that the attachment to your soldiers part is actually new. Sure, soldiers died lots in the original, but the only reason I went "nooooo" is because it would lower my rank for the mission (and also because I'd be losing the equipment).
As for a quick rundown on how the new XCOM compares to X-COM (all very IMO and coming from someone who isn't necessarily the biggest fan/most knowledgeable person): simplified kind-of-boring strategy part, flows nicely and fast but doesn't have content nor does it match the simulationist elegance of the original, but the battlescape part of the game is much more enjoyable (different in some design intentions, mind you). Also, the art direction is not as memorable, but then again, X-COM's art direction was memorable for the wrong reasons, lol.
Made it to Alien Base on Impossible Ironman. I'm scared to go, but I have no choice. It's June 23rd and it'll be game over at the end of the month unless I get panic down.
Hey! Look at that, he likes it. How many games can claim to have been positively reviewed by that guy? On the down side, not as funny because of that. I'm sure things will get back to normal with AC3 next week, or something.
I'm going to guess that while Xcom wasn't a cheap game, it probably came in under some other 4 year development time games. In some ways it feels like they cheaped out in a few areas (QA testing, Animation, visuals, multiplayer). A lot of care was lavished on the design, but other areas suffered.
The alien leader is talking to you... but I literally couldn't understand one thing he was saying. Was he explaining their origin or their purpose? What was he saying? I saw some flash scenes that made me think maybe they were experimenting on humans and turning them into the aliens. Also so were the ethereals the master race or were they puppets of some entity too? Were the aliens trying to blow up earth with that ship? I beat the last mission but had no clue what was going on, that guy was like "GRUMBLE GRUMBLE GRUMBLE GRUMBLE"
I'm thinking about picking this up. Is there any kind of multiplayer component to it and are there randomized missions or anything to do after the campaign?
It's somewhat randomized, but not fully, but it's enough that's it's easily replayable. Especially if you limit yourself to ironman, where a few fuckups can dramatically change your game.
The alien leader is talking to you... but I literally couldn't understand one thing he was saying. Was he explaining their origin or their purpose? What was he saying? I saw some flash scenes that made me think maybe they were experimenting on humans and turning them into the aliens. Also so were the ethereals the master race or were they puppets of some entity too? Were the aliens trying to blow up earth with that ship? I beat the last mission but had no clue what was going on, that guy was like "GRUMBLE GRUMBLE GRUMBLE GRUMBLE"
The Uber was discussing the Ethereal's attempts to find/create a creature that could surpass them physically and match them mentally/psionically with The Volunteer. That's why that unit has to survive the whole mission. They throw all their failed past efforts at each new race of creatures and if they cannot defeat them, then they have no chance to defeat the Ethereals. Through the valiant efforts of XCOM, they have finally met a race that can surpass them.
That said...
I don't really understand why the templeship/blackhole thing was in there, they certainly could've crashed the Temple Ship into the ocean and had a nice end-of-Independence Day scene to balance the opening scenes of the aliens' arrival.
The alien leader is talking to you... but I literally couldn't understand one thing he was saying. Was he explaining their origin or their purpose? What was he saying? I saw some flash scenes that made me think maybe they were experimenting on humans and turning them into the aliens. Also so were the ethereals the master race or were they puppets of some entity too? Were the aliens trying to blow up earth with that ship? I beat the last mission but had no clue what was going on, that guy was like "GRUMBLE GRUMBLE GRUMBLE GRUMBLE"
I didn't dwell on it and, like you, I couldn't make everything out, but my impression was:
They were looking across the universe for some being with greater psi abilities than theirs and in a physical body that wasn't as "fragile". So, they get all excited when one of XCOM's guys taps into their collective psi net thing through the gallop chamber. Why they care I don't know. I think some prophecy was mentioned and the main guy had a bunch of ethereal corpses on display for those of his kind that have failed to follow through. Then, our guy it to work, but sees complete destruction, bla bla bla
I thought the story was done well. They didn't take themselves too seriously, certainly didn't fall into the traps a lot of game stories do. I even thought the blurbs on research and such were fun. You always got the sense that they're just slapping some shit together as fast as possible.
I tell ya, resource management in this game is a real bastard. >< I got the key last night and am able to attack the alien base. I'm trying to get enough money and resources to add another satellite though (the 20 day construction really sucks.. lost China from the Commission and they took a satellite with them too, ugh).
How much of the game is left after I attack the base?
I tell ya, resource management in this game is a real bastard. >< I got the key last night and am able to attack the alien base. I'm trying to get enough money and resources to add another satellite though (the 20 day construction really sucks.. lost China from the Commission and they took a satellite with them too, ugh).
How much of the game is left after I attack the base?
2 more story missions, but you'll need to intersperse some construction and stuff
Really though, you can whip through the entire story in like a month of gametime, I think it's easier to judge how far you are by your Tech position and the enemies you see
Thinking about starting a new game on Impossible Ironman, only changing the starting health of sectoids back down to 3 instead of four. It'll still be a huge pain later on in the game to deal with Thin Men but at least I won't just sit there and restart over and over again on the month 1 "very difficult" abduction missions.